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guide:damage_rating_v3 [2017/01/09 01:55] – [Defenses] through barriers doshii_junguide:damage_rating_v3 [2017/01/10 17:57] – [Defenses] up to "being unarmored" doshii_jun
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 |A fightercraft with fore shields as 50% and aft shields at 100% could transfer 50% from the aft shields to bring the fore shields back to 100%. The same fightercraft could instead decide to balance its shields and share reserves evenly: getting 75% on both facings.| |A fightercraft with fore shields as 50% and aft shields at 100% could transfer 50% from the aft shields to bring the fore shields back to 100%. The same fightercraft could instead decide to balance its shields and share reserves evenly: getting 75% on both facings.|
 \\ \\
-|Expecting damage on the fore barrier, a captain orders power to be rerouted from aft facing (at 100%) to fore (also 100%). The aft barrier is reduced to 50%, but the fore barrier is boosted to 150%.| \\ |Later, that same ship is fleeing a squadron of enemy vessels and the captain orders power to be rerouted from all facings to the aft. Fifty percent is taken from five facings (250% total) and shunted to the aft facing, upping it to 350%. While the ship's aft now extremely well protected, the rear emitter is not made to handle such an energy load and risks quickly overloading.|+|Expecting damage on the fore barrier, a captain orders power to be rerouted from aft facing (at 100%) to fore (also 100%). The aft barrier is reduced to 50%, but the fore barrier is boosted to 150%.| \\ \\ |Later, that same ship is fleeing a squadron of enemy vessels and the captain orders power to be rerouted from all facings to the aft. Fifty percent is taken from five facings (250% total) and shunted to the aft facing, upping it to 350%. While the ship's aft now extremely well protected, the rear emitter is not made to handle such an energy load and risks quickly overloading.|
  
 In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, equipment failures and unhappy engineers. In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, equipment failures and unhappy engineers.
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 === Armor === === Armor ===
-Essentially, armor is what gets between something that's vulnerable and what means it harm to provide a layer of protection. Armor that does its job is armor that will mitigate incoming damage, from fending it off completely to partially sparing the user of what would have been a killing blow.+Essentially, armor is what gets between something that's vulnerable and what means it harm. Armor that does its job is will mitigate incoming damage, from completely fending it off to at least saving the user from what would have been a killing blow.
  
-An armor's resilience and stopping power is defined by the tier its unit is part of.((this is mostly to nip in the bud any potential arms races - we want to encourage better design and quality writing in submissions, rather than one-upmanship)) For ease of reference, anything within the same tier is documented as performing about the same. We won't go in the minutiae of what protects better between 10mm of yama-dura plating and 15mm of durandium plating, though from reading article descriptions the Game Master is certainly free to come to his own conclusions.+An armor's resilience is defined by the tier its unit is part of.((this is mostly to nip in the bud any potential arms races - we want to encourage better design and quality writing in submissions, rather than one-upmanship))  
 + 
 +For ease of reference, anything within the same tier is documented as performing about the same. We won't go in the minutiae of what protects better between 10 mm of [[material:yama_dura|Yama-Dura]] plating and 15 mm of [[material:durandium|Durandium]] plating, though from reading article descriptions the GM is certainly free to come to his own conclusions.
  
 == Supplemental Armor == == Supplemental Armor ==
-It is not unknown for power armors carry along shields(("shields" is the nomenclature chosen to define additional armor - physical shields - meant to intercept attacks. "Barrier" is a term used to define energy fields used to absorb incoming attacks))For instance, the M6 Daisy power armor carries on its left forearm a zesuaium shield.+Power armors sometimes carry physical shields.(("shields" is the desired nomenclature for additional armor - tangible shields - meant to intercept attacks, as opposed to energy shields, which are barriers.)) For instance, the M6 Daisy power armor carries on its left forearm a [[material:zesuaium|Zesuaium]] shield.
  
-The performance of supplemental armor is generally played by the ear by Game Masters. They are heavily reliant on the Game Masters protraying a user's skill of interposing the shield between himself and what means to harm him.+The performance of supplemental armor is generally played by the ear by Game Masters. They are heavily reliant on the GM's portrayal a user's skill of interposing the shield between themselves and what means to harm them.
  
-Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated as going up to one step above the tier of the unit. For example, the M6 Daisy'zesuaium shield could cope with attacks as a //heavy power armor// would. Damage to the shield is treated individually from the power armor: having a shield does not upgrade a power armor/mecha's defense tier, it is treated as a different location to damage that is tougher than the rest.+Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated as going up to one step above the tier of the unit. For example, the M6 Daisy'Zesuaium shield could cope with attacks as a //heavy power armor// would. Damage to the shield is treated individually from the power armor: having a shield does not upgrade a power armor/mecha's defense tier; instead, it is treated as a different location to damage that is tougher than the rest.
  
-There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of swiss cheese rather than anything capable of granting protection. How long shields can stand up to damage and deterioration is pretty much under the purview of the GM.+There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of Swiss cheese rather than anything capable of granting protection. **How long shields can stand up to damage and deterioration is up of the GM.**
  
 == Materials == == Materials ==
-Materials armors are made of do influence on how they perform, but we are going to account more for their special qualities rather than their resilience. As long as they are within the same tier, durandium armor and zesuaium armor handle aether weaponry the same way (as they both don't have any special resistance against that form of damage). Even though durandium is supposedly lighter and less dense, someone designing a light power armor and wanting to sheathe it in durandium plating will put the necessary amount of armor on it to make it fit within its tier.+Materials used in physical armor influence how they perform, but v3 accounts more for their special qualities rather than their resilience. As long as they are within the same tier, Durandium armor and Zesuaium armor handle aether weaponry the same way (as they both don't have any special resistance against that form of damage). 
  
-Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out.+Even though Durandium is supposedly lighter and less dense, someone designing a light power armor and wanting to sheathe it in Durandium plating will put the necessary amount of armor on it to make it fit within its tier. 
 + 
 +Here's a list of commonly seen materials in SARP, along with a short blurb of how they stand out.
  
 ^  Armor Material  ^  Properties  ^ ^  Armor Material  ^  Properties  ^
-|  Xiulurium  | Expensive, counts as Unarmored, grants stealth when energized. +|  [[material:Xiulurium]]  | Expensive, counts as Unarmored, grants stealth when energized. 
-|  Zanarium  | Grants noncombat stealth when energized if barrier and weapons are offline. +|  [[material:Zanarium]]  | Grants noncombat stealth when energized if barrier and weapons are offline. 
-|  Durandium  | Lightweight and inexpensive.  |+|  [[material:Durandium]]  | Lightweight and inexpensive.  |
 |  Durandium-T  | Transparent Durandium, counts as unarmored against beam-based weapons.  | |  Durandium-T  | Transparent Durandium, counts as unarmored against beam-based weapons.  |
-|  Yama-Dura  | Memory metal with minor noncombat regenerative properties. +|  [[material:Yama_Dura]]  | Memory metal with minor noncombat regenerative properties. 
-|  Nerimium  | Heavy, density absorbs well kinetic and heat impacts, inexpensive. +|  [[material:Nerimium]]  | Heavy, density absorbs well kinetic and heat impacts, inexpensive. 
-|  Yamataium  | Heavy, expensive, memory metal with significant noncombat regenerative properties. +|  [[material:Yamataium]]  | Heavy, expensive, memory metal with significant noncombat regenerative properties. 
-|  Zesuaium  | Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat.   |+|  [[material:zesuaium|Zesuaium]]  | Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat.   |
 |  Zesuaium-T  | Transparent Zesuaium, counts as unarmored against beam-based weapons.   | |  Zesuaium-T  | Transparent Zesuaium, counts as unarmored against beam-based weapons.   |
 |  Zesuaium-X  | Coated in Xiulurium, confers same properties as long as surface remains intact.  | |  Zesuaium-X  | Coated in Xiulurium, confers same properties as long as surface remains intact.  |
  
-Durandium is an extremely widespread material and makes for cheap, reliable armor. The Star Army of Yamatai's most fielded power armor, the M2 Mindyrelied greatly on durandium because it was lightweight. Since the Mindy's teleportation module could transfer only a limited amount of weight, the lighter armor permitted to bring along a bigger weapon payload.+A material's properties give players options as to what they want to do. 
 + 
 +Durandium is an extremely widespread material and makes for cheap, reliable armor. The Mindy relied greatly on Durandium because it was lightweight. Since the Mindy's teleportation module could transfer only a limited amount of weight, the lighter armor permitted to bring along a bigger weapon payload.
  
-But, a Mindy power armor plated in durandium could take some serious damage from taking an Hostile's vibroblade in the chest. If the Mindy power armor's breastplate was in heavier zesuaium, the vibroblade wouldn't be able to put much of a dent in it - zesuaium has the property of not being able to be reshaped through physical force.+However, a Mindy plated in Durandium could take some serious damage from Hostile's vibroblade in the chest. If the Mindy's breastplate was Zesuaium, the vibroblade wouldn't be able to dent it, as Zesuaium has the property of not being able to be reshaped through physical force.
  
-There are ways around that, though. If a gauss bazooka is fired directly in the chest of that same zesuaium-plated Mindy, all the kinetic impact will be transfered directly over to the inner titanium framework. The zesuaium chestplate will not have bent, but it may still crush the user's ribcage from the impact.+Other aspects of physics remove that potential. If a gauss bazooka is fired directly in the chest of that same Zesuaium-plated Mindy, all the kinetic impact will be transfered directly over to the inner titanium framework. The zesuaium chestplate will not have bent, but it may still crush the user's ribcage from the impact.
  
 == Being "Unarmored" == == Being "Unarmored" ==

guide/damage_rating_v3.txt · Last modified: 2023/12/20 18:20 by 127.0.0.1